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    posted a message on What's your Favorite Card Back? And Least Favorite?

    Favorite: Pirate (so far)

    Least Favorite: Legendary. Seriously, who came up with that color scheme? It's supposed to be the card back that showcases you're within the top percentage of players and it looks like someone diarrhea'd all over it.

    Posted in: General Discussion
  • 1

    posted a message on New Card - Muster for Battle

    I'm glad some people are hyped about this card but I personally am not very impressed with it. Compared to similar cards from other classes, (Unleash the Hounds, Snake Trap, Feral Spirit etc.) even with the 1/4 weapon and potential SoJ combo'n, I feel this card falls short. Fairly mediocre if not slightly below average.

    Though it seems I'm in the minority, looks like a lot of people are excited about this card. I guess that's a good thing?

    Posted in: Card Discussion
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    posted a message on New Card - Cobalt Guardian

    Well, it itself is a mech. If it gives itself a Divine Shield when first summoned, I'd say this card is pretty good. If not, I'd say it's lackluster. I somehow doubt it triggers after it's own summoning but it is a possibility.

    Edit: Apparently he doesn't give himself a Divine Shield when first summoned, so he has to be combo'd. I feel this is pretty bad. It's a nice concept for paladin mech synergy but of the class specific 'mech synergy' cards, I feel this one is the weakest revealed yet. Source: https://twitter.com/bdbrode/status/535129904191270912

    Posted in: Card Discussion
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    posted a message on New Card - Anodized Robo Cub
    Quote from The_Symbiont »
    Quote from CasmX »

    Anodized Robo-Teddy is a good card. For a 2 drop, it's solid value. A 3/2 taunt or 2/3 taunt will definitely see play in arena and probably find room in some constructed. The fact that it's also a mech also gives it a small edge that may be more significant than we can currently predict.

    Currently though, good is about as far as I can go for it's value compared to other 2 drops. If you look at similar 2 drops, neutral or otherwise, it's easy to get either a 2/3 or 3/2 with a solid effect. Amani Berserker, Knife Juggler, Faerie Dragon etc. Now the taunt is nice and the versatility of being able to pick and choose which stat distribution is best for the situation is significant but I can't value it's effect much more than other 2 drops that everyone has access to. It's also slightly weaker to silence than these other 2 drops mentioned.

    Now again, the fact that it's a mech may give it a slight edge. As it stands though, this card is about on par. Very slightly above average at best, which is still good! It's just not great...not yet anyway.

     

    If my opponent uses a silence on a 2 drop, I'm pretty happy.

    Under most circumstances, I'd agree. There are a handful of scenarios though that it can provide a significant tempo boost for your opponent. IE: You play the cub as a 3/2 to counter your opponent's Amani Berserker or Raging Worgen only to have it silenced into a 2/2 for a free enrage for your opponent. Sure, the silence was used on your 2 drop but unless you have an answer in hand, it could cost you big in the long run.

    That's just one example. There's others to consider, that one just seemed like it could be potentially the most detrimental.

    Posted in: Card Discussion
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    posted a message on Fel Cannon

    That is how it works, correct.

    Posted in: Fel Cannon
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    posted a message on New card: Screwjank Clunker - discussion

    I think this card is not 'quite' as good as others make in this thread are making it out to be. People are comparing it to Shattered Sun Cleric which isn't the greatest comparison IMO. Consider Houndmaster instead. Unlike Shattered Sun that can give anything 1/+1, Screwjank Clunker is restricted to buffing only mechs, much like Houndmaster is restricted to only buffing beasts. The amount of buff is the same, +2/+2. Statwise, they're even value, it's just the distribution is different; 4/3 vs a 2/5. However, Houndmaster gives the added benefit of taunt giving it a slight edge IMO. This isn't a bad card but it's not entirely amazing either.

    Posted in: Card Discussion
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    posted a message on New card - Fel Cannon discussion

    Good in constructed mech decks. Risky in arena and everywhere else.

    This isn't a bad thing, it's just extremely niche. For decks that can make it work, it will work extremely well. Falls short everywhere else. So...go Mechlock!

    Posted in: Card Discussion
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    posted a message on New Card - Anodized Robo Cub

    Anodized Robo-Teddy is a good card. For a 2 drop, it's solid value. A 3/2 taunt or 2/3 taunt will definitely see play in arena and probably find room in some constructed. The fact that it's also a mech also gives it a small edge that may be more significant than we can currently predict.

    Currently though, good is about as far as I can go for it's value compared to other 2 drops. If you look at similar 2 drops, neutral or otherwise, it's easy to get either a 2/3 or 3/2 with a solid effect. Amani Berserker, Knife Juggler, Faerie Dragon etc. Now the taunt is nice and the versatility of being able to pick and choose which stat distribution is best for the situation is significant but I can't value it's effect much more than other 2 drops that everyone has access to. It's also slightly weaker to silence than these other 2 drops mentioned.

    Now again, the fact that it's a mech may give it a slight edge. As it stands though, this card is about on par. Very slightly above average at best, which is still good! It's just not great...not yet anyway.

    Posted in: Card Discussion
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    posted a message on Kel Thuzad revives himself after dying?
    Quote from Dashyyy »
    Quote from dcj201 »
    It's a known bug but blizzard hasn't seen fit to fix it yet.
    It's not a bug. The effect of Kel'thuzad is an 'end turn' effect, so is ragnaros' effect. Ragnaros' effect triggers before the effect of Kel'thuzad triggers.
    It's a known bug. It's listed on the official Known Issues thread on the official Blizzard forums.
    ...The following are issues we are aware of and are investigating. Currently we will no longer need reports on any of these and will create a sticky should the need arise.

    • Kel'Thuzad can cause himself to resurrect after being killed by Ragnaros.
    It's not a very good idea to just make assumptions about things such as this without doing a bit of research to make sure your information is accurate. All you'll end up doing is spreading misinformation.
    Posted in: Card Discussion
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    posted a message on New Card - Ancestor's Call

    The point of cards like this is to give you an advantage by bringing out high value cards earlier than what is usually possible to gain an early advantage. Innervate does this job perfectly. This card does not.

    This card fails in nearly every aspect. It's too costly, is restricted to minions and provides free advantage to your opponent. Like Innervate, you're playing 1 card from your hand to bring out another card from your hand. So you're already dumping 2 cards from your hand but only getting the benefits of 1. You're also summoning a free minion for your opponent. Not knowing your opponent's hand, this could be anything from a Wisp to Deathwing. Even against aggro decks like Zoo, it's still quite possible to summon your opponent's Doomguard for free. If that wasn't bad enough, the minion summoned from your hand are random (so unlike innervate, you have no control over what you bring out unless it's the only option). On top of all that, the spell takes 4 mana to even cast.

    So, the minion you summon has to have high enough value to warrant using an extra card to bring out, spending 4 mana and summoning a minion free for your opponent. In other words, you have to engineer your hand in such a way that it forces this outcome by ensuring the only minion that can be summoned is one of extremely high value, which that in of itself may prove problematic. Then you just have to pray your opponent doesn't capitalize too much in return by getting their own free high value minion, preferably by already knowing what's in their hand or them not having a hand at all. Unless all these conditions are met, this card is a huge gamble that is not likely to pay off. Even when the conditions are met, the benefit of this card still seems incredibly lacking.

    I don't see this card being used in either constructed or arena. It may be a fun novelty spell, much like Alarm-o-Bot is kind of fun to goof around with, but I honestly don't see a deck built that actually relies on this card. I hate to say it, but this card just sucks.

    Posted in: Card Discussion
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    posted a message on New Card - Ancestor's Call

    This card is fairly terrible IMO. Compared to Innervate which is a great tempo card, this card is utter garbage. Innervate is essentially "sacrifice this card to bring out an expensive card earlier". This card is essentially "Pay 4 mana, sacrifice this card to bring out a potentially expensive card earlier while also allowing your opponent to bring out a card, also potentially expensive, that they'll be able to utilize first." UGH!!!

    Obviously this card is better used when you can control the RNG. IE: The only minion you have in hand is that 9 cost legendary and your opponent has no cards on Turn 6. Given perfect conditions, this card is pretty good. Overall though, it's just inferior to Innervate which does the job so much better it hurts.

    Personal rating? I'd say 2/10

    Posted in: Card Discussion
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    posted a message on 3rd GvG Voting - which did you pick?

    it is indeed a very close vote.

    Posted in: Card Discussion
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    posted a message on Return of the pirates?

    Well, I'm fairly certain the rogue goblin pirate was at least more interesting than the warrior gnome that was recently unveiled. Not saying the gnome is a bad card, but just not very exciting....that and I wanted to see pirates!!!! lol

    Posted in: General Discussion
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    posted a message on Better get your arena runs in now.
    Quote from Asuryan »
    Quote from CasmX »

    For people like me that don't have a complete set, yet wants one but has just about every card they "need", this change isn't that bad. It will unfortunately be more difficult to finish that set as I would be forced to finish my vintage set through either dust or 100g packs as opposed to ~20g packs.

    If you already have every card you need, then the Classic packs you're currently getting from Arena are basically just dust.  You probably don't need any of the cards in them, unless they happen to fill one of the few holes in your set.  If most of the packs are just dust to you, it shouldn't make much difference whether you're opening Classic packs or GvG packs.  You'll reach the same point with GvG pretty quickly, and then GvG packs will essentially just be filled with dust too.  You can finish your Classic set using the dust you get in 20g GvG packs.

    I have most of the cards I need but not all of them and the ones I'm missing that I really need are legendary. For instance I don't have Baron Geddon or Archmage Antonidas along with several other legendary cards that are used in various decks. I'd rather get them from packs I earn from arenas over packs I pay full price for or crafting from dust.

    Now granted, most of the packs I open are nothing but dust. However, even now I still find the occasional pack that has a card I'm missing from my collection. So, I'm still going to do arena runs as much as possible to increase the odds of me finishing off as much of my original set as I can before I'm forced to buy packs for 100g or craft cards with dust.

    edit:

    The problem is for every '20g' pack you get, six other people got a 115g pack. The simple math might seem bad, but if you do -actual- math, you'll realize the people you claim it's bad news for can't possibly all be getting '20g' packs. you explicitly need more than three wins, which means some number of people must get less than that. Arena packs are 100g.

    This is true. For players that are bad at arena, nothing really changes. They're better off buying packs for 100g now and after the expansion comes out, they'll still be better off buying packs for 100g.

    I want to say for arena to average out better than buying packs outright, you need to average 4 wins? So this thread is basically for anyone that meets that average. I wouldn't recommend anyone that consistently only gets 0-3 wins to mass arena runs before the expansion (unless they just enjoy arena that much, in which case go for it!). But for people that can make that average and wants to finish as much of their collection as possible before the expansion, this thread applies to those people :)

    Posted in: The Arena
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    posted a message on 3rd GvG Voting - which did you pick?

    Well, I voted the druid spell because I'm a fan of the "choose one" types of spells and I'm curious if this particular spell will also be a multiple choice spell :)

    Edit: Where are you guys seeing the names of the spells? I'm seeing 'Tree of Life' and 'Ancestral Calling' as the names of the spells. Can someone point me to where you're finding the spell's names?

    Posted in: Card Discussion
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